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removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can) this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc. also applies materials to everything, with fixes, which can close #46299
298 lines
12 KiB
Plaintext
298 lines
12 KiB
Plaintext
#define CONFUSION_STACK_MAX_MULTIPLIER 2
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/obj/item/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon_state = "flash"
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item_state = "flashtool"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
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light_color = LIGHT_COLOR_WHITE
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light_power = FLASH_LIGHT_POWER
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var/flashing_overlay = "flash-f"
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var/times_used = 0 //Number of times it's been used.
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var/burnt_out = FALSE //Is the flash burnt out?
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var/burnout_resistance = 0
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var/last_used = 0 //last world.time it was used.
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var/cooldown = 0
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var/last_trigger = 0 //Last time it was successfully triggered.
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/obj/item/assembly/flash/suicide_act(mob/living/user)
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if(burnt_out)
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user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!</span>")
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return SHAME
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else if(user.eye_blind)
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user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!</span>")
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return SHAME
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user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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attack(user,user)
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return FIRELOSS
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/obj/item/assembly/flash/update_icon(flash = FALSE)
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cut_overlays()
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attached_overlays = list()
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if(burnt_out)
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add_overlay("flashburnt")
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attached_overlays += "flashburnt"
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if(flash)
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add_overlay(flashing_overlay)
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attached_overlays += flashing_overlay
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addtimer(CALLBACK(src, .proc/update_icon), 5)
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if(holder)
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holder.update_icon()
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/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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flash_carbon(user, user, 15, 0)
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
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if(!burnt_out)
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burnt_out = TRUE
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update_icon()
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if(ismob(loc))
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var/mob/M = loc
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M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
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else
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>[src] burns out!</span>")
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/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
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burn_out()
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return FALSE
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return TRUE
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//BYPASS CHECKS ALSO PREVENTS BURNOUT!
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/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
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if(!bypass_checks && !try_use_flash())
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return FALSE
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var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
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if(user)
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targets -= user
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for(var/mob/living/carbon/C in targets)
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flash_carbon(C, user, power, targeted, TRUE)
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return TRUE
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/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
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if(!target_loc)
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target_loc = loc
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if(override_vision_checks)
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return get_hearers_in_view(range, get_turf(target_loc))
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if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
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return viewers(range, get_turf(target_loc))
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else
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return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
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/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
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if(burnt_out || (world.time < last_trigger + cooldown))
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return FALSE
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last_trigger = world.time
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playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
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flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
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times_used++
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flash_recharge()
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update_icon(TRUE)
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if(user && !clown_check(user))
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
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if(!istype(M))
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return
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if(user)
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log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
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else //caused by emp/remote signal
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M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
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if(generic_message && M != user)
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to_chat(M, "<span class='disarm'>[src] emits a blinding light!</span>")
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if(targeted)
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if(M.flash_act(1, 1))
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if(M.confused < power)
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var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
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M.confused += min(power, diff)
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if(user)
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terrible_conversion_proc(M, user)
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visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
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to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
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else
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to_chat(M, "<span class='userdanger'>You are blinded by [src]!</span>")
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M.Paralyze(rand(80,120))
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else if(user)
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visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
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to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
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to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
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else
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to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
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else
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if(M.flash_act())
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var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
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M.confused += min(power, diff)
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/obj/item/assembly/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return FALSE
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if(iscarbon(M))
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flash_carbon(M, user, 5, 1)
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return TRUE
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else if(issilicon(M))
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var/mob/living/silicon/robot/R = M
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log_combat(user, R, "flashed", src)
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update_icon(1)
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R.Paralyze(rand(80,120))
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var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
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R.confused += min(5, diff)
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R.flash_act(affect_silicon = 1)
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user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
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return TRUE
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user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
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/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return FALSE
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if(!AOE_flash(FALSE, 3, 5, FALSE, user))
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return FALSE
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to_chat(user, "<span class='danger'>[src] emits a blinding light!</span>")
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/obj/item/assembly/flash/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(!try_use_flash())
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return
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AOE_flash()
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burn_out()
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/obj/item/assembly/flash/activate()//AOE flash on signal received
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if(!..())
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return
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AOE_flash()
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/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/H, mob/user)
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if(istype(H) && H.stat != DEAD)
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if(user.mind)
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var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
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if(!converter)
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return
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if(!H.client)
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to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
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return
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if(H.stat != CONSCIOUS)
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to_chat(user, "<span class='warning'>They must be conscious before you can convert [H.p_them()]!</span>")
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return
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if(converter.add_revolutionary(H.mind))
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times_used -- //Flashes less likely to burn out for headrevs when used for conversion
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else
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to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
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/obj/item/assembly/flash/cyborg
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/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attack_self(mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
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return
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/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
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return
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/obj/item/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon = 'icons/obj/device.dmi'
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icon_state = "memorizer"
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item_state = "nullrod"
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/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/assembly/flash/armimplant
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name = "photon projector"
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desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
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var/flashcd = 20
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var/overheat = 0
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var/obj/item/organ/cyberimp/arm/flash/I = null
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/obj/item/assembly/flash/armimplant/burn_out()
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if(I && I.owner)
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to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
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I.Retract()
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overheat = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
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/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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if(I && I.owner)
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to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
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return FALSE
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overheat = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), flashcd)
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playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
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update_icon(1)
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return TRUE
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/obj/item/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/assembly/flash/hypnotic
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desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
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flashing_overlay = "flash-hypno"
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light_color = LIGHT_COLOR_PINK
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cooldown = 20
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/obj/item/assembly/flash/hypnotic/burn_out()
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return
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/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
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if(!istype(M))
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return
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if(user)
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log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
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else //caused by emp/remote signal
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M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
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if(generic_message && M != user)
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to_chat(M, "<span class='disarm'>[src] emits a soothing light...</span>")
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if(targeted)
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if(M.flash_act(1, 1))
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var/hypnosis = FALSE
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if(M.hypnosis_vulnerable())
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hypnosis = TRUE
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if(user)
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user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>", "<span class='danger'>You hypno-flash [M]!</span>")
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if(!hypnosis)
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to_chat(M, "<span class='notice'>The light makes you feel oddly relaxed...</span>")
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M.confused += min(M.confused + 10, 20)
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M.dizziness += min(M.dizziness + 10, 20)
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M.drowsyness += min(M.drowsyness + 10, 20)
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M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
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else
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M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
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else if(user)
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user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to hypno-flash [M]!</span>")
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else
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to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
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else if(M.flash_act())
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to_chat(M, "<span class='notice'>Such a pretty light...</span>")
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M.confused += min(M.confused + 4, 20)
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M.dizziness += min(M.dizziness + 4, 20)
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M.drowsyness += min(M.drowsyness + 4, 20)
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M.apply_status_effect(STATUS_EFFECT_PACIFY, 40)
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